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Fallout 4

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Fallout 4
Fallout 4.jpg
Official PC cover
Release Date: 2015
Developer: Bethesda Game Studios
Publisher: Bethesda Softworks
Series: Fallout
Platforms: PC
Playstation 4
Xbox One
Genre: Action Role-Playing

Fallout 4 is the fourth main game and the fifth installment in the popular Fallout series, developed by Bethesda Game Studios and published by Bethesda Softworks for Windows PC, PS4 and Xbox One in November 2015. Like the previous games Fallout 3 and Fallout: New Vegas, it is an open world RPG playable from first or third-person perspective.

As is normal for the series, the plot centres on a single wandering protagonist who leaves one of Vault-Tec's "Vault" fallout shelters following a nuclear war between a retro-futuristic United States and China, to find themselves in a wasteland full of mutants and rogues. In this case, the player character (whose name and gender is determined by the player) is a former resident of Vault 111 in Boston, a facility carrying out secret cryogenic experiments on its residents. Canonically, the male and female character options are named Nate and Nora respectively, of course subject to change. Thus, it is not uncommon to see those names attached to the characters by the community. Briefly waking up to helplessly watch their baby being abducted, they are later re-woken by the failure of the cryogenic equipment to find two hundred years have passed and they are the only survivor in the facility, and set out to recover their child.

The following weapons appear in the video game Fallout 4:


Fallout 4 introduces a new weapon modification system to the series. Unlike Fallout: New Vegas, which allowed the player to attach suppressors, extended magazines etc. to their gun, Fallout 4 gives the player the tools to completely rebuild a gun; typically the weapons have slots for the grip, barrel, barrel accessory, sights, receiver, magazine and stock. Each type of mod has associated stat modifiers, with some weapons able to completely alter their function depending on what mods are used. For example, a semi-auto weapon can be modified to be full-auto, or a stock and long barrel fitted to turn a pistol into an ersatz sniper rifle.

The most flexible weapons are the fictional "pipe" guns, presumably so called because they are crudely handmade, though they are vastly more durable than actual zipguns of pipes and wood, as they aesthetically appear to be. A more accurate real world example would be the works of activists Professor Parabellum and P.A. Luty, who make submachine guns and handguns akin to those that would be available in the early 20th century out of simple scrap metal parts.

The weapon modification system is a crafting system, using basic resources derived from the usual "vendor trash" objects found in the game world; for example, a shovel can be used if wood or steel is required to make something. Bizarrely, most firearm modifications require the "adhesive" component, with the primary sources of this being duct tape, superglue and vegetable starch (no, really). Certain modifications also require the player to have adequate levels in specific perks; for firearms, these are "Gun Nut" and "Science!", with Gun Nut allowing for more complex parts such as strengthened receivers, recoil absorbing stocks, and suppressors, and Science! allowing for things like glow sights and more notably, upgrades to the various energy based weapons, such as a splitter for a laser gun that makes it act like a shotgun.

As in the Borderlands games, enemy weapons are procedurally generated and the name of a weapon is based on the accessories equipped to it; the system is rather less expansive, and rather than only assigning the weapon's highest-priority name prefix it generates a name which generally describes most or all of its accessories. It is possible to strip an unwanted weapon for accessories in the Workbench menu prior to scrapping it for materials, though the method of doing so is counter-intuitive; the player must replace the ones they want to keep, whereupon the desired parts will be kicked into their inventory. If this is not done, the modifications will be scrapped along with the weapon. Often times, the lowest grade parts are cheap or even free to build, such as "equipping" an empty muzzle, and of course, have no Gun Nut or Science! perk requirement, so while not immensely effective, it does incentivize cannibalizing weapons to an extent.

Special "unique" weapons can also be found in the game world, with effects not found on standard weapons; some of these use the model for an existing weapon, while others are true one-offs. There are also "legendary" weapons which are standard ones with a specific modifier such as a poison damage effect or immediately refilling the player character's action points on a successful critical hit, but these just use the normal weapon model. Such weapons can generally be further modified if desired.

The Creation Club is an officially supported platform for modders and developers to host content on Bethesda Softworks' games. It features content that is purchased with the use of "Credits", currency used for buying Creation Club content which is only obtainable by spending real money on it. The Creation Club for Fallout 4 was launched in August 2017 and since then, various new items including weapon mods have been published to it. Firearms from Creation Club add-ons are covered seperately as they are fan-made content.


"10mm Pistol"

The fictional "10mm Pistol" returns as a rather common firearm throughout the game, chambered in the less-common 10mm Auto. The weapon no longer really resembles an ultra-chunky Desert Eagle as previous incarnations did, since the safety has been removed and the long sides of the Desert Eagle slide have had their shape changed. The new, curved shape of this pistol, upwards sloping forend, bent triggerguard, and grip angle make the weapon heavily resemble a Star Wars-esque modification of the German prototype Volkspistole produced by Walther late in the Second World War. Modifications allow it to be converted to full-auto, replacing the "10mm SMG" from previous installments, in addition to a variety of other options such as receivers with various bonuses, extended or quick-release magazines, and a selection of iron sights and optics. The long barrel mod restores the enormous chunky front end of the Fallout 3 and New Vegas incarnations. Unlike previous games, the 10mm Pistol is single-action only, and thus always has its hammer cocked. The 10mm is the first firearm acquired in the game, found on the Overseer's desk in Vault 111.

The Creation Club mod "Neon Flats" adds the "Gen-4 10mm Pistol" (no, not a Glock Gen 4 in 10mm), a variant of the 10mm Pistol that deals additional damage against robot enemies. It has a unique dark blue and pink tone.

Magnum Research Desert Eagle Mark I - .357 Magnum
Walther Volkspistole - 9x19mm Parabellum
The "10mm Pistol" in the customization menu. This is the default barrel...
...and this is the long barrel, which makes it look closer to the gun from the previous two games.
Having equipped herself with an extremely fetching hat, the player character takes aim with her "10mm Pistol" in VATS as she skillfully avoids tedious jokes about Bethesda games being full of bugs.
The Creation Club exclusive "Gen-4 10mm Pistol".

Walther PPK

The Walther PPK appears as a unique 10mm pistol under the name "Deliverer", The player can acquire it in the "Tradecraft" quest. Its chambering in 10mm is rather strange; a PPK is too small to feed such a cartridge, and it is depicted holding 12 rounds in its standard magazine, a feat not possible without making the weapon significantly bulkier and extending the magazine past the grip. A slightly more realistic caliber in game would be .38 caliber. However, a cut ".32" caliber can be found in the games files, which would have likely been used by the "Deliverer" as the same cartridge model for ".32" ammo is present in the pistol's magazine. When firing the Deliverer, its hammer does not move.

The Nuka-World add-on adds the Acid Soaker, which is a Deliverer modified to squirt armor-reducing acid at its targets. Its barrel appears to be from the end of a Combat Rifle's barrel. Although the Acid Soaker's model uses part of the Deliverer's, its slide lacks its ejection port.

The Creation Club add-on "Shroud Manor" features the "Silver Sidearm", a reskinned Deliverer. Visually, it is equipped with rubber grips that have a floral pattern to them. The Silver Sidearm does not possess any legendary effects and as such is essentially an inferior version of the Deliverer, though, they share their modification pool with each other.

Walther PPK with a sound suppressor - .380 ACP (Brown factory grips)
The PPK as seen in on a loading screen.
The suppressor can be removed from the weapon via the Weapons Workbench.
The player character pulls out his PPK in Goodneighbor, chambering a new round.
Later he is doing his best James Bond impression, PPK in hand. Note the complete disregard of any trigger discipline.
The Acid Soaker. Like a Super Soaker, but with acid.
The "Silver Sidearm".

Smith & Wesson Model 29

The ".44 Pistol" is a Smith & Wesson Model 29, and is incorrectly identified as a pistol, when it is a revolver. It is a powerful revolver that can be customized with various barrel lengths, though it is not nearly as flexible as the fictional "pipe" revolver. The player character will always cock the hammer after each shot, which is missing the firing pin. In the game's files, there exists first person fanning animations for the revolver which were ultimately unused.

The Nuka World DLC adds a variant of the .44 Magnum, called the "Western Revolver". As a cleaner version of the ".44 Pistol", the Western Revolver sports visually different grips and deals more damage at the cost of having a very limited number of modifications. It was likely named the "Western" revolver due to it being given to the player by a robot in an attraction in Nuka World themed after the American Wild West, though a S&W Model 29 is rather inappropriate for this time period.

Added in the Creation Club "Noir Penthouse", the "Early Retirement" is a unique variant of the normal Model 29. This revolver is a large reference to the handgun carried by Harrison Ford in the film Blade Runner, with its name referring to "retirement" being the euphemistic term in the movie for the eliminating of Replicant bio-engineered humans. This variant of the .44 Magnum is a black M29 fitted with dark brown grips, a reflex sight and two red studs located underneath the release latch, replicating the two red LED lights on the handgun from Blade Runner. Additionally, Early Retirement deals extra damage against Fallout 4's "synths", bio-engineered humans often encountered in Boston.

Smith & Wesson Model 29 - .44 Magnum. This is the Screen used Model 29, carried and fired by Clint Eastwood in the movie The Enforcer.
A snub-barrel Model 29 in the weapon customization menu.
The revolver fitted with the "Bull" barrel and black comfort grips, giving it an appearance similar to the Smith & Wesson Model 629 Stealth Hunter.
The Sole Survivor holds his Revolver, wondering if the strange woman is using some kind of hovering tech or has an invisible chair and table.
Inspecting a faux-M2019 Blaster.

Submachine Guns

Thompson Submachine Gun

The "Submachine Gun" is, for the most part, an M1928A1 Thompson, though it incorrectly ejects to the left and features a side-mounted charging handle (on the wrong side) and low-profile safety and fire selector like an M1 Thompson; by default, it also has an M1 barrel. Some modifications can give it an original Cutts compensator and a classic finned barrel (oddly described as the "lightweight" version), and it is also possible to develop the same unsawing technology from Metal Gear Solid: Peace Walker to restore the weapon's odd cut-down stock to its former glory. Sadly it can never be given the classic vertical foregrip of an M1928. The drum, oddly, starts out much too small, but still has a capacity of 50 rounds; upgrading it provides a normal-sized drum which somehow contains 100. Amusingly, going by its modifications, a substantial part of the Thompson is made of aluminum and springs.

M1928A1 Thompson with 50-round drum magazine - .45 ACP
M1 Thompson with 20-round magazine - .45 ACP
The Thompson. Note the tiny drum and left-handed ejection port. The two odd bumps on the side of the receiver are presumably supposed to be an M1-style fire selector and safety, though they are missing their circular pivot points; the selector is set to auto, while the safety is somewhat predictably set to safe.
A unique version of the SMG with a silver finish.
The player character, dressed as the Silver Shroud, strikes a pose with his special silver SMG after having iced a thug.


12 Gauge Double Barreled Shotgun

With a high enough level in the "Gun Nut" perk it is possible to unsaw the sawed-off shotgun into a regular 12 Gauge Double Barreled Shotgun, giving it long barrels and a full stock. Like its shorter friend, the shotgun is fired one barrel at a time; in video game tradition, there is only a single reloading animation which replaces both shells, even if one has not been fired.

Savage/Stevens 311A Shotgun - 12 gauge
The player character prepares to put down a Ghoul with his double-barrel.
The player character reloads his shotgun after some Feral Ghoul slaying.

Sawed-Off Double Barreled Shotgun

The "shotgun" starts out life as a Sawed-off Double Barrel Shotgun. Modifications allow it to have its barrels sawed off even shorter to a pistol sized hand-cannon, or to reattach a wooden stock to reduce recoil.

Stevens 311R (sawed-off) - 12 gauge
The "Double-Barrel Shotgun" in the modification menu.

"Combat Shotgun"

The "Combat Shotgun" like previous games is also heavily based on the PPSh-41 but now has a magazine from a Browning Automatic Rifle in the proper place, instead of having a drum magazine ahead of the actual action of the weapon. In addition it has a wooden handguard resembling the forend of a pump-action shotgun, complete with a "magazine tube" which is presumably supposed to be the gas tube. The drum magazine for the Combat Shotgun holds an impossible 32 shells instead of holding something more appropriate, such as 12 rounds like it did in Fallout 3. Like with other firearms in the game, the Combat Shotgun's buttstock is sawed off and it starts off with a short barrel.

Soviet PPSh-41 Submachine Gun - 7.62x25mm Tokarev
The Combat Shotgun. The receiver was modelled in a way that its bolt cannot travel back far enough to realistically cycle the shotgun's action.
The Sole Survivor strikes a dramatic pose with his modified Combat Shotgun, contemplating if he should have brought a weapon more suited for long-range gunblasting.
A Combat Shotgun with high-tier modifications. The "Ported and Shielded Barrel" only visually adds a heatshield over the gun's barrel and not any porting. Also of note is the "Marksman's Stock" due to its unergonomic design, with the top adjusting tube of the buttstock blocking where one would grasp their thumb onto the grip.


"Laser Musket"

A homemade laser weapon consisting of standard military components and scrap-made components. The rifle's stock and trigger guard are very close in design to the Kentucky Flintlock Rifle, which was a typical weapon for the Minutemen during the American Revolutionary War. It is a single-shot laser rifle, operated via a side-mounted hand crank. The more the player cranks it, the more damage a shot will do. The Laser Musket is widely used by the "Minutemen" faction, with its usage obviously a tribute to real-life history.

As a note of trivia, the term "laser musket" is, amusingly enough, a more accurate description of such a weapon than "laser rifle"; a rifle, by definition, has a rifled barrel, while a laser weapon does not (not leastly because it doesn't have a "barrel" in the traditional sense - only a set of lenses), making "musket" technically the more appropriate term.

Kentucky Flintlock Rifle
The Laser Musket, in all its cobbled-together glory. Note that the front focusing lenses are apparently completely exposed, with no tube connecting them and the main laser emitter; this would realistically lead to a whole slew of issues, from ambient humidity scattering the beam before it got to the lenses, to the lenses themselves being easily knocked out of alignment, to careless users accidentally putting their fingers in the path of the beam and losing them. Note also that this particular image seems to lack a trigger.

Remington Model 700

A left-handed Remington Model 700 appears, normally named the "Hunting Rifle". It is renamed the "Sniper Rifle" if given a full stock and a scope. In a rare display of a video game understanding which part of a bolt-action rifle constitutes the stock, the handguard length depends on which stock is fitted rather than which barrel.

Remington Model 700 CDL - .300 Win Mag
The player's first encounter with the rifle is often this extremely compact version.
A rifle with a full stock, long barrel, and a scope.

Remington Model 700 VTR

Equipping the synthetic body and long lightweight barrel mods turn the Model 700 into a Remington Model 700 VTR with a custom grip and rear stock. The stock slightly resembles that of the fictional "DKS-501" sniper rifle from Fallout 3 and Fallout: New Vegas.

Remington 700 VTR - .308 Winchester
The "DKS-501" rifle from Fallout 3
A version of the rifle with a synthetic body, muzzle brake, VTR-style triangular barrel, 7-round extended magazine, and an unusable bipod.
The player character holds his suppressed VTR with a night-vision scope, ready to snipe some good-for-nothing Raiders.

"Combat Rifle"

The Combat Rifle appears very similar to the Combat Shotgun, sharing the PPSh-41 stock, receiver, and trigger guard, while also possessing the same action as the Combat Shotgun. Additionally, one modification allows the installation of a hooded front sight similar to that of a PPSh-41. The barrel, however, lacks the barrel shroud, and the magazine no longer resembles a Browning Automatic Rifle magazine. Overall, with the lengthened barrel and .308 receiver, the Combat Rifle bears a resemblance to what would happen if someone with a box of PPSH-41 parts tried to create a Browning Automatic Rifle from memory.

While options for alternate chamberings do exist, by default, this weapon takes ".45" ammunition. Since this .45 ammo is distinct from the game's already existing .45-70 ammo, and the .45 round is also used in the "Submachine Gun", this means that the Combat Rifle is likely chambered in .45 ACP by default.

Soviet PPSh-41 Submachine Gun - 7.62x25mm Tokarev
The Combat Rifle with full length barrel and stock.
With the hooded front sight and short barrel modification, the combat rifle more closely resembles both the combat shotgun and PPSh-41. Note the .45 casing being ejected. If the player chambers the weapon for .308, it will eject a .308 casing.
The player character wears a mask while shooting Ghouls to ensure they can't identify him to authorities. This picture shows that the Combat Rifle's receiver was clearly designed with the Combat Shotgun in mind first, as the Combat Rifle's magazine is very thin for its magazine well.

Volkssturmgewehr 1-5

The "Far Harbor" DLC add-on features the Volkssturmgewehr 1-5, appearing as the "Radium Rifle". The rifle is chambered in .45 Auto and has various sci-fi components added to its body, including an optional wire and tin-foil dish that can be added to the barrel. These allow the rifle to cause "radiation damage" to targets. With the full stock, bare barrel, and extended magazine modifications, it is most identical to the Volkssturmgewehr. When reloading, magazines are "rocked" into the magwell, like on an AK rifle. The alternative barrel mods for the Volkssturmgewehr do not actually raise the length of the barrel as their names suggest but instead add a flimsy foil dish around it, presumably to have some effect on the radiation contained within fired bullets. Despite the extended magazine being modelled after 30-round Sturmgewehr 44 box magazines, it unrealistically holds 40 rounds of .45 ACP.

Volkssturmgewehr 1-5 - 7.92x33mm Kurz
The Volkssturmgewehr as seen in the crafting menu. Note the various electronic components, such as the fictional "Gamma Rounds" welded onto the rifle, which obviously do not exist on its real life counterpart.
A further modified Volkssturmgewehr. This one features a hollow stock, foil dish, shorter magazine which appears to be a 20-round StG-44 magazine (it also holds 20 rounds in-game) and a compensator that better fits an anti-materiel rifle.
The player character cosplaying as a World War II German officer while aiming the Volkssturmgewehr 1-5.

"Lever Action Rifle"

The "Far Harbor" DLC add-on also features what appears to be a mixture of a Marlin 1895G "Guide Gun" and a Marlin Model 336 appearing as the "Lever Action Rifle". It is fitted with a straight stock and chambered for .45-70 like the "Guide Gun" but has a barrel similar to the Model 336. It has a five round magazine, fitted with a rear aperture sight, and the loading and ejection port located on the left. The base rifle comes in a "Mare's Leg" style configuration with a short stock, short barrel, and an enlarged lever loop. One interesting thing to note is that the rifle is always reloaded with 5 rounds regardless of how many are still remaining in the magazine.

Marlin 1895G "Guide Gun" - .45-70
Marlin 336A Carbine - .30-30 Carbine
The base rifle. Note the disproportionately large lever/trigger guard.
With stock and scope.
The Lone Survivor prepares to save Open Mic Night from McCready's awful jokes.
I miss New Vegas.
Much to the Brotherhood of Steel's chagrin, the player character re-enacts a scene from Cowboys & Aliens.


The "Nuka World" DLC features a Type 1 AK-47, with a left handed receiver. It chambers a round added by the DLC and used only by this rifle - "7.62".

Type 1 AK-47 - 7.62x39mm
The "Handmade Rifle", as it's called in game, fitted with a Galil-esque stock, an AK "Swiss Grater" upper handguard, and an early-pattern slab-side magazine. The ventilated handguard is reminiscent of a similar design featured on the "Kalash" from Metro: Last Light.
An AK-47 with the bizarre "shovel stock" that almost every Handmade Rifle seems to come with, similar to the AK from Rust. Why they can mass produce pistol grips and handguards but not proper AK-style stocks is a mystery whose answer shall never truly be discovered.

Machine Guns

"Assault Rifle"

Though called an "Assault Rifle," this evil mutation actually has more in common with a medium machine gun. It has a large barrel jacket based on that of the World War I Lewis Gun with the narrower part at the front flattened down to almost nothing on the default barrel (it is restored if the barrel is lengthened), a coolant line and two ports near the muzzle like the water jacket of a Maxim or Browning M1917, the swinging charging handle of a Vickers Machine Gun, a receiver and grip resembling that of the MAS AA-52, the foregrip of the FN M249 SAW series, a small antiaircraft-style front sight, and a side loading box magazine like an FG42. It is notably the only weapon in the base game that uses "5.56mm" rounds. Supposedly, the "Assault Rifle" would have used .50 caliber ammunition as the text on the gun's suppressor reads "CAL .50". This weapon cannot qualify as an "assault" rifle because it does not have the ability to switch between fire modes, with the player having to modify its receiver to grant the gun full auto capabilities.

According to the official Fallout 4 artbook, the weapon was originally called the "machine gun" and designed both to look large in the oversized hands of the usable Power Armor suits, and to test the modular weapon customization.

Lewis Gun - .303 British
MAS AA-52 GPMG - 7.5x54mm French
M249-E2 SAW - upgraded M249 with heat shield and full synthetic Stock, equipped with a 200 round ammo drum - 5.56x45mm
It should be noted that even though the ejection port is on the right side of the weapon, brass actually ejects to the left, clipping through the gun. Note the randomly added coolant line, which just vanishes into the handguard.
Note the very Lewis-like barrel jacket with fins at the rear, even though it also has a water coolant line: the Lewis used forced-air cooling, not liquid. The stock appears to be a severely distorted version of the synthetic E2 SAW stock with the shoulder pad flipped upside-down, and has an odd cap added to the diagonal section at the base which seems to imply it is supposed to somehow be a reservoir for the cooling system.


A handheld rotary gun similar to a GE M134 Minigun can be found in the game, useable by the player character and found in the hands of elite enemies. It has a massive 500-round under-barrel drum similar to the "Sasha" configuration from Team Fortress 2, though the drum is shorter and deeper. In-game it is said to be chambered for 5mm rounds, even smaller than the XM214 Microgun, which is odd considering it is the size of a regular 7.62mm minigun, and most likely just an attempt to provide a story explanation for the weapon's relatively puny per-shot damage. The rate of fire is very slow for a minigun, more akin to a movie minigun than a real one. Bizarrely, when using power armor, the barrels spin clockwise in first person, but counter-clockwise in third person.

Ignoring the size of this weapon, the whole design of the Fallout 4 Minigun is very close to an M61 Vulcan (especially the drum and the ammunition belt).

The weapon can be customized in several ways, the most substantial of which gives it three barrels, improving accuracy and turning it into a weapon very similar to the General Dynamics GAU-19/A.

Airsoft handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in Terminator 2: Judgment Day. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from Predator; the real T2 minigun did not have this - (fake) 7.62x51mm NATO
Phalanx CIWS, note the drum and the ammunition belt.
Handheld minigun in the weapon customization menu.
As the player character and their family make their way to Vault 111 during the game's introductory sequence, a Power Armor soldier with a minigun is seen providing rather excessive security at the gate.
After successfully acquiring her own suit of Power Armor, the player character eyes up the minigun mounted on a crashed "Vertibird" transport, oddly in the exact same configuration used by infantry.
Being a generous sort, she is soon sharing her discovery with a group of Raiders.
As in quite a few recent games, the minigun seems to expend most of its propellant heating up the barrels rather than firing the projectiles; after even a relatively short period of firing the barrel group will look like it was just shoved into a furnace. Oddly, this doesn't seem to have any actual effect.
There is also a unique version of the M134 known as the Ash Maker, which on top of filling anything on the wrong side of the barrel(s) with lead, also lights them on fire. No such kill as overkill.


The redesigned "Gauss Rifle" sports what looks to be the stock of a PKM due to the raised cheek rest, albeit made entirely out of wood and lacking the M model's hinged butt plate.

PKM - 7.62x54mm R
The PKM stock is pretty much the only recognizable part in this bundle of wires, rebar, and magnetic coils. Note that it uses a suppressor, which seems all but useless considering that the gauss rifle fires subsonic projectiles using no propellant and as such would be silent in real life. The only noise it makes in game is that of the shoddy capacitors under stress as they charge and discharge, but considering that they're on the outside of the gun, how exactly a suppressor would do anything to change that is unexplained.



A hand-held cannon made from what appears to be an 18th century muzzle-loading swivel gun is one of the unique weapons in the game; it can only be acquired through a remarkably silly mission involving helping a group of robots to launch the museum frigate USS Constitution from her berth in Boston Naval Dockyard. Oddly, the weapon is only ever loaded with cannonballs, and not any powder, which would lead to some rather obvious problems. Bizarrely, one of the modifications for the "Broadsider" is a "Multi Shot Canister" which attaches a tube to the underside of the cannon and somehow gives it a capacity of 3 balls. Though, when this mod is built, the player will only insert a single cannonball into the weapon while reloading. The top of the cannon contains an engraving of King George II's royal cypher and the year "1820", indicating that the cannon was likely cast then (though it would've been 60 years after the end of George II's reign).

Swivel gun
The "Broadsider." The hydraulic recoil-dampening assembly is at least a start, but this still would not even approach being practical as a handheld weapon. Also note the taped-on button, which connects to wires that lead to the cannon's touch hole, which explains how the powder is lit, but not where it comes from.
A Broadsider in one of the game's loading screens. It has the "multi shot cannister" mod and "light barrel" upgrade applied.
Concept art of the Broadsider from The Art of Fallout 4. This page implies that the Broadsider would have been upgradable with different projectiles such as chain shot, fused cannonballs and smaller shot.

"Missile Launcher"

The "Missile Launcher" appears to be loosely based on the RPG-7, with the rear sight and trigger group of a PIAT. Oddly, the lower furnishings of the front end of the tube, the foregrip and the diagonal section just behind the muzzle seem to modelled after the Heckler & Koch MP7. The weapon can be modified with a scope and "stabilizer" tube, and can increase its capacity to three and four rockets, the former taking the form of a strange cartridge that sits in the barrel and slides left to right as the missiles fire, and the latter taking on a quad barrel form similar to an M202A1 FLASH. Rather oddly, the exhaust tube is never modified to account for the additional three missiles, so three missiles are essentially launching directly in the users face.

RPG-7 - 40mm
Projector, Infantry, Anti Tank (PIAT) - 3.25 in
Heckler & Koch MP7A1 with factory magazine and iron sights - 4.6x30mm
The most feared of all mutants.
The Sole Survivor introduces an unsuspecting Feral Ghoul to the Missile Launcher.


The Leuchtpistole appears as the "Flare Gun", and is used only for summoning nearby Commonwealth Minutemen for assistance. It is almost useless as a combat weapon, due to its very low damage.

Leuchtpistole - 26.65mm

Greener Percussion Harpoon Gun

Added in the "Far Harbor" DLC, the "Harpoon Gun" is partly based on the Greener Percussion Harpoon Gun. However, the in-game version is handheld by the player character and its chambered harpoons are inserted into the side of the receiver via a sliding port. Stats wise, the Harpoon Gun is similar to the Broadsider, minus the latter's explosive damage. By default, harpoons loaded into the weapon have a smooth shaft and lack barbs but modifications to the Harpoon Gun add this feature to projectiles, increasing their effectiveness.

A Greener percussion harpoon gun, circa 1845.
The model for the "Harpoon Gun" as seen in the game's loading screen. Note the anti aircraft style sights attached to the gun. As seen in the picture, the loaded harpoon projectile is sticking out of the gun, though this is a bug and does not reflect its actual appearance outside loading screens.

Unusable Weapons

Brown Bess Flintlock Musket

A statue of a Minuteman holding a Brown Bess Flintlock Musket can be seen outside the town of Sanctuary. It is also shown equipped on the mannequins of Redcoats, a mural, and a banner in the Museum of Freedom.

Original "Short Land Pattern" Brown Bess musket made 1768-1805 - .75 caliber
A Redcoat mannequin holding a Brown Bess musket replica.
A Revolutionary War-era soldier can be seen brandishing a Brown Bess to the left of the mural. Note the incorrect inclusion of a 1980s Iowa refit in the centre of the mural (presumably supposed to be a WW2 ship given her location), distinguished by the design of the radar and the communications antenna on the bow. The upper section of her bridge tower is not right for an Iowa and is closer in design to the spotting top of the USS Arizona: she may also have been incorrectly drawn with two rear turrets like the never-built Montana-Class, though this could be a trick of perspective and they are supposed to be her 5-inch dual-purpose guns.

Colt Single Action Army

In the Far Harbor DLC, a preview for a pre-War western film is shown in the ruins of a cinema. Various characters are depicted with Colt Single Action Army revolvers.

Colt Single Action Army with 5.5" barrel known as the "Artillery" model. The most common of the SAA revolvers as it is just the right length. - .45 Long Colt
Various SAA revolvers seen in the hands of characters for "Last Stand at Fort McGee", as seen projected on a wrecked screen.
A poster for the same film, featuring a partial silhouette of a Single Action Army.

Browning Hi-Power

A Browning Hi-Power can be seen in the hands of a US soldier on the cover of one of the "Guns & Bullets" in-game magazines.

Browning Hi-Power MK III - 9x19mm
One of the issue covers for a “Guns & Bullets” magazine. This cover was inspired by a real world photograph of a British soldier in Iraq handing a Hi Power.

Browning M2

In the Museum of Freedom mural, what appears to be an M26 Pershing tank is visible firing its cannon to the right of the group of WWII Marines, the mounted Browning M2 on the commander's hatch just about visible through the muzzle flash.

Browning M2HB on vehicle mount - .50 BMG
The Browning M2 can be seen above and to the left of the Pershing's main gun.

Browning M2 Aircraft

Browning M2 Aircraft heavy machine guns can be seen in the ventral ball turret of a B-24 Liberator bomber during the introduction.

Browning M2 Aircraft, Fixed - .50 BMG
The Liberator's ball turret is seen rotating in the introduction as it retracts its landing gear, having apparently forgotten to do so.


In a couple of locations, there are a number of naval cannons mounted on carts. They are only a static world object however, and can't be used or armed by the player nor NPCs. The USS Constitution contains the most cannons, with 40 being positioned both in its interior and exterior.

18th century naval cannon with ramrod and projectile
3 of the 5 cannons in Fort Strong.

"Chinese Assault Rifle"

At some point during development, the "Chinese Assault Rifle" from Fallout 3 was to be added into the game. However, for unknown reasons, it was scrapped and only an untextured mesh (3D model render) remains in the game's files. It appears to be a high polygon remake of said weapon from Fallout 3, which is based on a generic rifle in the AK family with the stock of an AS Val, the barrel/gas piston assembly of an RPD (which is flipped upside down) and the front sight also from an RPD above its gas tube. It is not known what finish the rifle would have had, since no textures are present for it.

The "Chinese Assault Rifle" model from Fallout 3.
RPD Light Machine Gun - 7.62x39mm
AS Val - 9x39mm
The untextured render of Fallout 4's Chinese Assault Rifle. It appears to have some type of shroud on its gas tube compared to its Fallout 3 counterpart.

Double Barrel Over Under Shotgun

A different "Guns & Bullets" magazine cover includes a Mr. Handy robot holding some type of over/under double barreled shotgun.

Browning 5.25 O/U - 12 gauge
The "Guns & Bullets" magazine featuring an over/under shotgun.

Galil ARM

During the live-action, opening cinematic, a Chinese soldier can be seen holding a Galil ARM during the invasion of Alaska. The gun was probably meant to represent the "Chinese Assault Rifle" from Fallout 3.

IMI Galil ARM - 5.56x45mm NATO
A Chinese soldier holds a Galil ARM in the live-action intro.

Heckler & Koch G3

The R91 Assault Rifle from Fallout 3 (which is based on the H&K G3) appears on the Commonwealth Weaponry sign in Diamond City. It appears in the hands of the Vault Boy for the "Commando" perk icon.

Early Heckler & Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO
Arturo patiently waits for the player to stop staring at his sign and actually buy something already. The two rifles on the sign are R91s, based on the H&K G3.

M1918A2 Browning Automatic Rifle

The mural and banners in the Museum of Freedom depict another of the WWII troops with an M1918A2 Browning Automatic Rifle, specifically a late-war version with a carry handle.

M1918A2 Browning Automatic Rifle - .30-06
The Marine to the left aims his BAR: note the carry handle, showing this is a late-war M1918A2.

M1 Carbine

In the live-action opening cinematic, a US infantryman, presumably a Marine fighting in the Pacific Theater during 1945, is running with an M1 Carbine. Another can be seen on the mural and banner in the Museum of Freedom.

M1 Carbine - .30 Carbine
US Marine running with his M1 Carbine.
The Marine to the right aims his M1 Carbine.

M1 Garand

A US Marine with a bayonet-equipped M1 Garand rifle can be seen on a mural and banner in the Museum of Freedom.

M1 Garand semiautomatic Rifle with leather M1917 sling - .30-06
The central Marine brandishes his M1 Garand.

Smith & Wesson J-Frame Revolver

A silhouette of what appears to be some type of J-frame Smith & Wesson revolver appears on the pickup model for ".38 rounds".

Smith & Wesson Model 36 Chief's Special - .38 Special
Item pickup for ".38" ammo. Although the box art implies it packages a rimmed cartridge such as .38 Special, it is actually used in-game by box magazine-fed weapons including some that fire in full-auto, despite it being difficult in real life to build reliably working .38 Special magazines for autoloaders.

Fallout 4 Creation Club


"Classic 10mm Pistol"

The "Tunnel Snakes Rule!" add-on reintroduces the fictional "Colt 6520" 10mm pistol from Fallout and Fallout 2. Its appearance originally referenced the revolver on a cover for the comic book Hard Boiled although, in all three games this 10mm handgun functions as an autoloading pistol. The classic 10mm pistol is a more powerful alternative to the 10mm from Fallout 4's base game, however, the former has several potential downsides such as costing slightly more of the player's action points to use in the game's assisted targeting mechanic, is slightly less accurate and weighs more.

"Ultimatum" is a unique variant of the Colt 6520, sporting a black finish and engravings of various objects such as trees, bottlecaps, flames and crows. Bullets fired from Ultimatum deal 50 radiation damage against targets and can be obtained during the questline from the mod that adds the Model 6520.

The original Model 6520 10mm pistol from Fallout.
Inspecting the original 10mm pistol. The "cylinder" in the gun is cosmetic and does not actually function.
The model for "Ultimatum".



The "CR-74L Combat Rifle" is a new rifle added by the mod of the same name, it is not based on anything particular as its design is completely fictional. This weapon is essentially an alternative to the base game's Combat Rifle but only fires in full-auto and can be rechambered for 5.56mm (by default it is chambered for .45 ACP). According to the add-on's lore, the CR-74L was designed by a wasteland survivalist named "Mary Jane" as an easy-to-use weapon for settlers. In notes recorded by its Mary Jane, the rifle is apparently cycled by redirecting gas from the cartridge to the bolt carrier, similarly to an AR-15. A fluted barrel can be fitted to the 74L, although Mary Jane incorrectly describes this in her notes as what actually fits the description of a ported barrel.

Promotional image of the "CR-74L". It appears to have two magazine release levers, with one on each side.
Close-up of the rifle's receiver. Despite having a magazine large enough to hold a rifle round, the bolt in this rifle does not have enough space to fully cycle a round of this length.
Promotional image of all the CR-74L's different accessories and attachments. The underside of the short box magazine is sloping downwards, giving it the appearance that it's backwards.
Stumbling upon a glowing threat, the Sole Survivor readies his CR-74L. This particular rifle has been painted over with one of the many finishes that this mod includes. Note the safety at the rear of the rifle's receiver which one shouldn't confuse for a disassembly lever like that on the receiver of an AK rifle.

"Manwell Carbine"

Added in the "Manwell Rifle Set" mod, it adds two weapons: the "Manwell Carbine" and "Manwell Rifle". The Manwell Carbine is supposedly a vintage rifle with multiple combined elements of real firearms such as the receiver, stock and furniture of a Lebel 1886 rifle, the trigger guard and rear receiver area from various Sharps carbines and a bolt similar to that from an M1891 Mosin Nagant. In-game, it is an autoloading rifle with a left-handed bolt and chambers .308 Winchester, which is fed by detachable box magazines. Default magazines hold 16 rounds, a slightly longer magazine holds an impossible 32 rounds and a drum magazine exists that holds an even more implausible 64 cartridges. Although the game calls it as a carbine, it can be modified with medium and long-sized barrels. The Manwell Carbine can also be equipped with scopes and a "compensator" that resembles the McLean muzzle break, an attachment that was experimented with the M1903 Springfield rifle in 1904.

Lebel Model 1886 - 8x50mmR Lebel
Sharps 1859 Carbine - .52 caliber
Promotional image of a full length "Manwell Carbine" with a scope attached. The "Lucky" stock mod tucks a handful of playing cards underneath the leather stock pad
Inspecting this amalgamation which belongs in the late 19th century.
A view of the rifle's underside.
The Manwell Carbine in idle.
Firing the rifle. Although it is modelled with a left-handed receiver, casings are ejected from the right.
The Manwell Carbine with a drum magazine, sawed-off buttstock, bayonet and a polygonal barrel which is referred to by the mod menu as being ported despite not having such features.
Inspecting this rifle from a different angle. Note the trigger which is so far behind, that it almost looks as if it's absent from the gun.
The Manwell Rifle in a different configuration; it is sporting an extended magazine, McLean muzzle break and a vintage scope.

"Manwell Rifle"

Also included in the same weapon set as the previous entry is the "Manwell Rifle". It mostly retains the appearence of its "Carbine" counterpart but with a few visual differences: the magazine shielding of the Manwell Rifle is partly covered by its furniture, the rifle's handguard length does not extend with longer barrel modifications (which is odd considering that this weapon would have been a better choice to name as the "Manwell Carbine") and its stock more closely resembles that from a later production M1891 Mosin Nagant as indicated by the sling slot in it. Despite the Manwell Rifle also chambering .308 and feeding from the same magazines as the Carbine version, it holds less rounds; 6 in the default magazine, 12 in the extended mag and a low 24 in its drum. Customization-wise, the Manwell Rifle is much less flexible than the Carbine as less modifications are available, including the absence of a "Muzzle" slot for the gun. However, the Manwell Rifle can still be suppressed with the "Suppressed Barrel" modification which gives it an integrally suppressed barrel that strongly resembles the barrel of a De Lisle carbine.

Mosin Nagant M1891 Infantry Rifle, late configuration - 7.62x54mm R
A promotional image of the "Manwell Rifle".
The "Manwell Rifle" in its default configuration.
Inspecting the other side of the gun. Like the "Carbine" variant, the Manwell's trigger is too far backwards despite this not being the case in promo images.
The player character armed with the rifle. Note the "Manwell" logo on the side of the receiver, which is mostly obscured by the rifle's furniture.
Firing the weapon.
The rifle modified with a "night vision" scope, extended magazine and a short barrel.
De Lisle Carbine - .45 ACP
The Manwell Rifle with a De Lisle's barrel, iron sights not included.

"Prototype Gauss Rifle"

Included in the add-on of the same name is a recreation of the "Gauss Rifle" from Fallout 3 and Fallout: New Vegas. It is a coilgun that uses electromagnetism to propel ferromagnetic projectiles. The Gauss Rifle from Fallout 3 and New Vegas is powered by a miniature fusion reactor while feeding from a seemingly infinite magazine of ferromagnetic slugs. The Creation Club Gauss Rifle's receiver and rear area still resembles that from a Lahti L-39 anti-tank rifle with a coiled barrel, futuristic scope and a crank (similar to the Lahti's charging handle). However, this rendition has slight differences from its previous version such as: a slightly thicker handguard, different trigger shape, smaller magazine, shorter crank and an inverted model with the crank and magazine being on the left side, while the microfusion port is located on the right of the Gauss Rifle's receiver. The rifle now also posesses characteristics in contrast to its Mojave and Capital Wasteland counterparts, with it functioning more akin to the Laser Musket in the base game; rotating the crank on the gun's left side once "loads" a unit of ammo ready to fire, up to a maximum of three shots that deal more damage the higher the number of crank cycles. The Gauss Rifle also depletes ammunition from the player's supply of "2mm Electromagnetic Cartridges" (the ammunition used by "Gauss" category weapons throughout the Fallout games) rather than the microfusion cells which provide the rifle with energy to magnetise its projectiles, albeit this still makes it seem as if it is fed by a never-ending magazine. The Prototype Gauss Rifle can be acquired by the Sole Survivor after wiping a building filled with "Gunners", hostile mercenaries that are a common sight in post-apocalyptic Boston. Vendors may also sell the rifle. At a weapons workbench, the supposedly prototype weapon can have a scope, reflex sight, barrel upgrade or suppressor (despite coilguns not producing noise due to their lack of propellant use) attached. Strangely, one of the models for the Gauss Rifle's suppressors is the exact same as the one from the game's Marlin repeaterA Lahti-style butt plate as seen on the Gauss Rifle in New Vegas can also be fixed to the prototype's stock, although it is very small.

Lahti L-39 - 20x138mm B
The "Gauss Rifle" from the Fallout 3 DLC Operation: Anchorage.
A "Prototype Gauss Rifle" that the player character has obtained.
Inspecting the other side of the weapon, revealing the microfusion cell plug.
The Gauss Rifle in idle.
Operating the gun's crank.
Firing the weapon, which appropriately beforehand gives off an energising effect in its coils.
The modified prototype. It is equipped with a tiny buttstock plate, scope, "Shielded Barrel" and a suppressor which wouldn't serve a purpose due to its bore being way too large to silence a non-existent report from a 2mm slug.

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